#include "StdInc.h" #include "CSpellHandler.h" #include "CGeneralTextHandler.h" #include "filesystem/Filesystem.h" #include "JsonNode.h" #include #include "BattleHex.h" #include "CModHandler.h" #include "StringConstants.h" #include "mapObjects/CGHeroInstance.h" #include "BattleState.h" #include "CBattleCallback.h" #include "SpellMechanics.h" /* * CSpellHandler.cpp, part of VCMI engine * * Authors: listed in file AUTHORS in main folder * * License: GNU General Public License v2.0 or later * Full text of license available in license.txt file, in main folder * */ namespace SpellConfig { static const std::string LEVEL_NAMES[] = {"none", "basic", "advanced", "expert"}; static const SpellSchoolInfo SCHOOL[4] = { { ESpellSchool::AIR, Bonus::AIR_SPELL_DMG_PREMY, Bonus::AIR_IMMUNITY, "air", SecondarySkill::AIR_MAGIC, Bonus::AIR_SPELLS }, { ESpellSchool::FIRE, Bonus::FIRE_SPELL_DMG_PREMY, Bonus::FIRE_IMMUNITY, "fire", SecondarySkill::FIRE_MAGIC, Bonus::FIRE_SPELLS }, { ESpellSchool::WATER, Bonus::WATER_SPELL_DMG_PREMY, Bonus::WATER_IMMUNITY, "water", SecondarySkill::WATER_MAGIC, Bonus::WATER_SPELLS }, { ESpellSchool::EARTH, Bonus::EARTH_SPELL_DMG_PREMY, Bonus::EARTH_IMMUNITY, "earth", SecondarySkill::EARTH_MAGIC, Bonus::EARTH_SPELLS } }; } ///CSpell::LevelInfo CSpell::LevelInfo::LevelInfo() :description(""),cost(0),power(0),AIValue(0),smartTarget(true), clearTarget(false), clearAffected(false), range("0") { } CSpell::LevelInfo::~LevelInfo() { } ///CSpell CSpell::CSpell(): id(SpellID::NONE), level(0), earth(false), water(false), fire(false), air(false), combatSpell(false), creatureAbility(false), positiveness(ESpellPositiveness::NEUTRAL), mainEffectAnim(-1), defaultProbability(0), isRising(false), isDamage(false), isOffensive(false), targetType(ETargetType::NO_TARGET), mechanics(nullptr) { levels.resize(GameConstants::SPELL_SCHOOL_LEVELS); } CSpell::~CSpell() { delete mechanics; } void CSpell::battleCast(const SpellCastEnvironment * env, const BattleSpellCastParameters & parameters) const { if(!mechanics->battleCast(env, parameters)) logGlobal->errorStream() << "Internal error during spell cast"; } bool CSpell::isCastableBy(const IBonusBearer * caster, bool hasSpellBook, const std::set & spellBook) const { if(!hasSpellBook) return false; const bool inSpellBook = vstd::contains(spellBook, id); const bool isBonus = caster->hasBonusOfType(Bonus::SPELL, id); bool inTome = false; forEachSchool([&](const SpellSchoolInfo & cnf, bool & stop) { if(school.at(cnf.id) && caster->hasBonusOfType(cnf.knoledgeBonus)) { inTome = stop = true; } }); if (isSpecialSpell()) { if (inSpellBook) {//hero has this spell in spellbook logGlobal->errorStream() << "Special spell in spellbook "<hasBonusOfType(Bonus::SPELLS_OF_LEVEL, level); } } const CSpell::LevelInfo & CSpell::getLevelInfo(const int level) const { if(level < 0 || level >= GameConstants::SPELL_SCHOOL_LEVELS) { logGlobal->errorStream() << __FUNCTION__ << " invalid school level " << level; throw new std::runtime_error("Invalid school level"); } return levels.at(level); } ui32 CSpell::calculateBonus(ui32 baseDamage, const CGHeroInstance* caster, const CStack* affectedCreature) const { ui32 ret = baseDamage; //applying sorcery secondary skill if(caster) { ret *= (100.0 + caster->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::SORCERY)) / 100.0; ret *= (100.0 + caster->valOfBonuses(Bonus::SPELL_DAMAGE) + caster->valOfBonuses(Bonus::SPECIFIC_SPELL_DAMAGE, id.toEnum())) / 100.0; forEachSchool([&](const SpellSchoolInfo & cnf, bool & stop) { ret *= (100.0 + caster->valOfBonuses(cnf.damagePremyBonus)) / 100.0; stop = true; //only bonus from one school is used }); if (affectedCreature && affectedCreature->getCreature()->level) //Hero specials like Solmyr, Deemer ret *= (100. + ((caster->valOfBonuses(Bonus::SPECIAL_SPELL_LEV, id.toEnum()) * caster->level) / affectedCreature->getCreature()->level)) / 100.0; } return ret; } ui32 CSpell::calculateDamage(const CGHeroInstance * caster, const CStack * affectedCreature, int spellSchoolLevel, int usedSpellPower) const { ui32 ret = 0; //value to return //check if spell really does damage - if not, return 0 if(!isDamageSpell()) return 0; ret = usedSpellPower * power; ret += getPower(spellSchoolLevel); //affected creature-specific part if(nullptr != affectedCreature) { //applying protections - when spell has more then one elements, only one protection should be applied (I think) forEachSchool([&](const SpellSchoolInfo & cnf, bool & stop) { if(affectedCreature->hasBonusOfType(Bonus::SPELL_DAMAGE_REDUCTION, (ui8)cnf.id)) { ret *= affectedCreature->valOfBonuses(Bonus::SPELL_DAMAGE_REDUCTION, (ui8)cnf.id); ret /= 100; stop = true;//only bonus from one school is used } }); //general spell dmg reduction if(affectedCreature->hasBonusOfType(Bonus::SPELL_DAMAGE_REDUCTION, -1)) { ret *= affectedCreature->valOfBonuses(Bonus::SPELL_DAMAGE_REDUCTION, -1); ret /= 100; } //dmg increasing if(affectedCreature->hasBonusOfType(Bonus::MORE_DAMAGE_FROM_SPELL, id)) { ret *= 100 + affectedCreature->valOfBonuses(Bonus::MORE_DAMAGE_FROM_SPELL, id.toEnum()); ret /= 100; } } ret = calculateBonus(ret, caster, affectedCreature); return ret; } ui32 CSpell::calculateHealedHP(const CGHeroInstance* caster, const CStack* stack, const CStack* sacrificedStack) const { //todo: use Mechanics class int healedHealth; if(!isHealingSpell()) { logGlobal->errorStream() << "calculateHealedHP called for nonhealing spell "<< name; return 0; } const int spellPowerSkill = caster->getPrimSkillLevel(PrimarySkill::SPELL_POWER); const int levelPower = getPower(caster->getSpellSchoolLevel(this)); if (id == SpellID::SACRIFICE && sacrificedStack) healedHealth = (spellPowerSkill + sacrificedStack->MaxHealth() + levelPower) * sacrificedStack->count; else healedHealth = spellPowerSkill * power + levelPower; //??? healedHealth = calculateBonus(healedHealth, caster, stack); return std::min(healedHealth, stack->MaxHealth() - stack->firstHPleft + (isRisingSpell() ? stack->baseAmount * stack->MaxHealth() : 0)); } std::vector CSpell::rangeInHexes(BattleHex centralHex, ui8 schoolLvl, ui8 side, bool *outDroppedHexes) const { return mechanics->rangeInHexes(centralHex,schoolLvl,side,outDroppedHexes); } std::set CSpell::getAffectedStacks(const CBattleInfoCallback * cb, ECastingMode::ECastingMode mode, PlayerColor casterColor, int spellLvl, BattleHex destination, const CGHeroInstance * caster) const { ISpellMechanics::SpellTargetingContext ctx(this, cb,mode,casterColor,spellLvl,destination); std::set attackedCres = mechanics->getAffectedStacks(ctx); //now handle immunities auto predicate = [&, this](const CStack * s)->bool { bool hitDirectly = ctx.ti.alwaysHitDirectly && s->coversPos(destination); bool notImmune = (ESpellCastProblem::OK == isImmuneByStack(caster, s)); return !(hitDirectly || notImmune); }; vstd::erase_if(attackedCres, predicate); return attackedCres; } CSpell::ETargetType CSpell::getTargetType() const { return targetType; } CSpell::TargetInfo CSpell::getTargetInfo(const int level) const { TargetInfo info(this, level); return info; } void CSpell::forEachSchool(const std::function& cb) const { bool stop = false; for(const SpellSchoolInfo & cnf : SpellConfig::SCHOOL) { if(school.at(cnf.id)) { cb(cnf, stop); if(stop) break; } } } bool CSpell::isCombatSpell() const { return combatSpell; } bool CSpell::isAdventureSpell() const { return !combatSpell; } bool CSpell::isCreatureAbility() const { return creatureAbility; } bool CSpell::isPositive() const { return positiveness == POSITIVE; } bool CSpell::isNegative() const { return positiveness == NEGATIVE; } bool CSpell::isNeutral() const { return positiveness == NEUTRAL; } bool CSpell::isHealingSpell() const { return isRisingSpell() || (id == SpellID::CURE); } bool CSpell::isRisingSpell() const { return isRising; } bool CSpell::isDamageSpell() const { return isDamage; } bool CSpell::isOffensiveSpell() const { return isOffensive; } bool CSpell::isSpecialSpell() const { return isSpecial; } bool CSpell::hasEffects() const { return !levels[0].effects.empty(); } const std::string& CSpell::getIconImmune() const { return iconImmune; } const std::string& CSpell::getCastSound() const { return castSound; } si32 CSpell::getCost(const int skillLevel) const { return getLevelInfo(skillLevel).cost; } si32 CSpell::getPower(const int skillLevel) const { return getLevelInfo(skillLevel).power; } //si32 CSpell::calculatePower(const int skillLevel) const //{ // return power + getPower(skillLevel); //} si32 CSpell::getProbability(const TFaction factionId) const { if(!vstd::contains(probabilities,factionId)) { return defaultProbability; } return probabilities.at(factionId); } void CSpell::getEffects(std::vector& lst, const int level) const { if(level < 0 || level >= GameConstants::SPELL_SCHOOL_LEVELS) { logGlobal->errorStream() << __FUNCTION__ << " invalid school level " << level; return; } const std::vector & effects = levels[level].effects; if(effects.empty()) { logGlobal->errorStream() << __FUNCTION__ << " This spell (" + name + ") has no effects for level " << level; return; } lst.reserve(lst.size() + effects.size()); for(const Bonus & b : effects) { lst.push_back(Bonus(b)); } } ESpellCastProblem::ESpellCastProblem CSpell::isImmuneBy(const IBonusBearer* obj) const { //todo: use new bonus API //1. Check absolute limiters for(auto b : absoluteLimiters) { if (!obj->hasBonusOfType(b)) return ESpellCastProblem::STACK_IMMUNE_TO_SPELL; } //2. Check absolute immunities for(auto b : absoluteImmunities) { if (obj->hasBonusOfType(b)) return ESpellCastProblem::STACK_IMMUNE_TO_SPELL; } //check receptivity if (isPositive() && obj->hasBonusOfType(Bonus::RECEPTIVE)) //accept all positive spells return ESpellCastProblem::OK; //3. Check negation //FIXME: Orb of vulnerability mechanics is not such trivial if(obj->hasBonusOfType(Bonus::NEGATE_ALL_NATURAL_IMMUNITIES)) //Orb of vulnerability return ESpellCastProblem::NOT_DECIDED; //4. Check negatable limit for(auto b : limiters) { if (!obj->hasBonusOfType(b)) return ESpellCastProblem::STACK_IMMUNE_TO_SPELL; } //5. Check negatable immunities for(auto b : immunities) { if (obj->hasBonusOfType(b)) return ESpellCastProblem::STACK_IMMUNE_TO_SPELL; } //6. Check elemental immunities ESpellCastProblem::ESpellCastProblem tmp = ESpellCastProblem::NOT_DECIDED; forEachSchool([&](const SpellSchoolInfo & cnf, bool & stop) { auto element = cnf.immunityBonus; if(obj->hasBonusOfType(element, 0)) //always resist if immune to all spells altogether { tmp = ESpellCastProblem::STACK_IMMUNE_TO_SPELL; stop = true; } else if(!isPositive()) //negative or indifferent { if((isDamageSpell() && obj->hasBonusOfType(element, 2)) || obj->hasBonusOfType(element, 1)) { tmp = ESpellCastProblem::STACK_IMMUNE_TO_SPELL; stop = true; } } }); if(tmp != ESpellCastProblem::NOT_DECIDED) return tmp; TBonusListPtr levelImmunities = obj->getBonuses(Selector::type(Bonus::LEVEL_SPELL_IMMUNITY)); if(obj->hasBonusOfType(Bonus::SPELL_IMMUNITY, id) || ( levelImmunities->size() > 0 && levelImmunities->totalValue() >= level && level)) { return ESpellCastProblem::STACK_IMMUNE_TO_SPELL; } return ESpellCastProblem::NOT_DECIDED; } ESpellCastProblem::ESpellCastProblem CSpell::isImmuneByStack(const CGHeroInstance* caster, const CStack* obj) const { const auto immuneResult = mechanics->isImmuneByStack(caster,obj); if (ESpellCastProblem::NOT_DECIDED != immuneResult) return immuneResult; return ESpellCastProblem::OK; } void CSpell::setIsOffensive(const bool val) { isOffensive = val; if(val) { positiveness = CSpell::NEGATIVE; isDamage = true; } } void CSpell::setIsRising(const bool val) { isRising = val; if(val) { positiveness = CSpell::POSITIVE; } } void CSpell::setup() { setupMechanics(); air = school[ESpellSchool::AIR]; fire = school[ESpellSchool::FIRE]; water = school[ESpellSchool::WATER]; earth = school[ESpellSchool::EARTH]; } void CSpell::setupMechanics() { if(nullptr != mechanics) { logGlobal->errorStream() << "Spell " << this->name << " mechanics already set"; delete mechanics; mechanics = nullptr; } switch (id) { case SpellID::CLONE: mechanics = new CloneMechanics(this); break; case SpellID::DISPEL_HELPFUL_SPELLS: mechanics = new DispellHelpfulMechanics(this); break; case SpellID::SACRIFICE: mechanics = new SacrificeMechanics(this); break; case SpellID::CHAIN_LIGHTNING: mechanics = new ChainLightningMechanics(this); break; case SpellID::FIRE_WALL: case SpellID::FORCE_FIELD: mechanics = new WallMechanics(this); break; case SpellID::LAND_MINE: case SpellID::QUICKSAND: mechanics = new ObstacleMechanics(this); default: if(isRisingSpell()) mechanics = new SpecialRisingSpellMechanics(this); else mechanics = new DefaultSpellMechanics(this); break; } } ///CSpell::TargetInfo CSpell::TargetInfo::TargetInfo(const CSpell * spell, const int level) { init(spell, level); } CSpell::TargetInfo::TargetInfo(const CSpell * spell, const int level, ECastingMode::ECastingMode mode) { init(spell, level); if(mode == ECastingMode::ENCHANTER_CASTING) { smart = true; //FIXME: not sure about that, this makes all spells smart in this mode massive = true; } else if(mode == ECastingMode::SPELL_LIKE_ATTACK) { alwaysHitDirectly = true; } } void CSpell::TargetInfo::init(const CSpell * spell, const int level) { auto & levelInfo = spell->getLevelInfo(level); type = spell->getTargetType(); smart = levelInfo.smartTarget; massive = levelInfo.range == "X"; onlyAlive = !spell->isRisingSpell(); alwaysHitDirectly = false; clearAffected = levelInfo.clearAffected; clearTarget = levelInfo.clearTarget; } bool DLL_LINKAGE isInScreenRange(const int3 ¢er, const int3 &pos) { int3 diff = pos - center; if(diff.x >= -9 && diff.x <= 9 && diff.y >= -8 && diff.y <= 8) return true; else return false; } ///CSpellHandler CSpellHandler::CSpellHandler() { } std::vector CSpellHandler::loadLegacyData(size_t dataSize) { using namespace SpellConfig; std::vector legacyData; CLegacyConfigParser parser("DATA/SPTRAITS.TXT"); auto readSchool = [&](JsonMap& schools, const std::string& name) { if (parser.readString() == "x") { schools[name].Bool() = true; } }; auto read = [&,this](bool combat, bool ability) { do { JsonNode lineNode(JsonNode::DATA_STRUCT); const si32 id = legacyData.size(); lineNode["index"].Float() = id; lineNode["type"].String() = ability ? "ability" : (combat ? "combat" : "adventure"); lineNode["name"].String() = parser.readString(); parser.readString(); //ignored unused abbreviated name lineNode["level"].Float() = parser.readNumber(); auto& schools = lineNode["school"].Struct(); readSchool(schools, "earth"); readSchool(schools, "water"); readSchool(schools, "fire"); readSchool(schools, "air"); auto& levels = lineNode["levels"].Struct(); auto getLevel = [&](const size_t idx)->JsonMap& { assert(idx < GameConstants::SPELL_SCHOOL_LEVELS); return levels[LEVEL_NAMES[idx]].Struct(); }; auto costs = parser.readNumArray(GameConstants::SPELL_SCHOOL_LEVELS); lineNode["power"].Float() = parser.readNumber(); auto powers = parser.readNumArray(GameConstants::SPELL_SCHOOL_LEVELS); auto& chances = lineNode["gainChance"].Struct(); for(size_t i = 0; i < GameConstants::F_NUMBER ; i++){ chances[ETownType::names[i]].Float() = parser.readNumber(); } auto AIVals = parser.readNumArray(GameConstants::SPELL_SCHOOL_LEVELS); std::vector descriptions; for(size_t i = 0; i < GameConstants::SPELL_SCHOOL_LEVELS ; i++) descriptions.push_back(parser.readString()); parser.readString(); //ignore attributes. All data present in JSON //save parsed level specific data for(size_t i = 0; i < GameConstants::SPELL_SCHOOL_LEVELS; i++) { auto& level = getLevel(i); level["description"].String() = descriptions[i]; level["cost"].Float() = costs[i]; level["power"].Float() = powers[i]; level["aiValue"].Float() = AIVals[i]; } legacyData.push_back(lineNode); } while (parser.endLine() && !parser.isNextEntryEmpty()); }; auto skip = [&](int cnt) { for(int i=0; icreatureAbility = true; spell->combatSpell = true; } else { spell->creatureAbility = false; spell->combatSpell = type == "combat"; } spell->name = json["name"].String(); logGlobal->traceStream() << __FUNCTION__ << ": loading spell " << spell->name; const auto schoolNames = json["school"]; for(const SpellSchoolInfo & info : SpellConfig::SCHOOL) { spell->school[info.id] = schoolNames[info.jsonName].Bool(); } spell->level = json["level"].Float(); spell->power = json["power"].Float(); spell->defaultProbability = json["defaultGainChance"].Float(); for(const auto & node : json["gainChance"].Struct()) { const int chance = node.second.Float(); VLC->modh->identifiers.requestIdentifier(node.second.meta, "faction",node.first, [=](si32 factionID) { spell->probabilities[factionID] = chance; }); } auto targetType = json["targetType"].String(); if(targetType == "NO_TARGET") spell->targetType = CSpell::NO_TARGET; else if(targetType == "CREATURE") spell->targetType = CSpell::CREATURE; else if(targetType == "OBSTACLE") spell->targetType = CSpell::OBSTACLE; else if(targetType == "LOCATION") spell->targetType = CSpell::LOCATION; else logGlobal->warnStream() << "Spell " << spell->name << ". Target type " << (targetType.empty() ? "empty" : "unknown ("+targetType+")") << ". Assumed NO_TARGET."; spell->mainEffectAnim = json["anim"].Float(); for(const auto & counteredSpell: json["counters"].Struct()) if (counteredSpell.second.Bool()) { VLC->modh->identifiers.requestIdentifier(json.meta, counteredSpell.first, [=](si32 id) { spell->counteredSpells.push_back(SpellID(id)); }); } //TODO: more error checking - f.e. conflicting flags const auto flags = json["flags"]; //by default all flags are set to false in constructor spell->isDamage = flags["damage"].Bool(); //do this before "offensive" if(flags["offensive"].Bool()) { spell->setIsOffensive(true); } if(flags["rising"].Bool()) { spell->setIsRising(true); } const bool implicitPositiveness = spell->isOffensive || spell->isRising; //(!) "damage" does not mean NEGATIVE --AVS if(flags["indifferent"].Bool()) { spell->positiveness = CSpell::NEUTRAL; } else if(flags["negative"].Bool()) { spell->positiveness = CSpell::NEGATIVE; } else if(flags["positive"].Bool()) { spell->positiveness = CSpell::POSITIVE; } else if(!implicitPositiveness) { spell->positiveness = CSpell::NEUTRAL; //duplicates constructor but, just in case logGlobal->errorStream() << "No positiveness specified, assumed NEUTRAL"; } spell->isSpecial = flags["special"].Bool(); auto findBonus = [&](std::string name, std::vector &vec) { auto it = bonusNameMap.find(name); if(it == bonusNameMap.end()) { logGlobal->errorStream() << spell->name << ": invalid bonus name" << name; } else { vec.push_back((Bonus::BonusType)it->second); } }; auto readBonusStruct = [&](std::string name, std::vector &vec) { for(auto bonusData: json[name].Struct()) { const std::string bonusId = bonusData.first; const bool flag = bonusData.second.Bool(); if(flag) findBonus(bonusId, vec); } }; readBonusStruct("immunity", spell->immunities); readBonusStruct("absoluteImmunity", spell->absoluteImmunities); readBonusStruct("limit", spell->limiters); readBonusStruct("absoluteLimit", spell->absoluteLimiters); const JsonNode & graphicsNode = json["graphics"]; spell->iconImmune = graphicsNode["iconImmune"].String(); spell->iconBook = graphicsNode["iconBook"].String(); spell->iconEffect = graphicsNode["iconEffect"].String(); spell->iconScenarioBonus = graphicsNode["iconScenarioBonus"].String(); spell->iconScroll = graphicsNode["iconScroll"].String(); const JsonNode & soundsNode = json["sounds"]; spell->castSound = soundsNode["cast"].String(); //load level attributes const int levelsCount = GameConstants::SPELL_SCHOOL_LEVELS; for(int levelIndex = 0; levelIndex < levelsCount; levelIndex++) { const JsonNode & levelNode = json["levels"][LEVEL_NAMES[levelIndex]]; CSpell::LevelInfo & levelObject = spell->levels[levelIndex]; const si32 levelPower = levelObject.power = levelNode["power"].Float(); levelObject.description = levelNode["description"].String(); levelObject.cost = levelNode["cost"].Float(); levelObject.AIValue = levelNode["aiValue"].Float(); levelObject.smartTarget = levelNode["targetModifier"]["smart"].Bool(); levelObject.clearTarget = levelNode["targetModifier"]["clearTarget"].Bool(); levelObject.clearAffected = levelNode["targetModifier"]["clearAffected"].Bool(); levelObject.range = levelNode["range"].String(); for(const auto & elem : levelNode["effects"].Struct()) { const JsonNode & bonusNode = elem.second; Bonus * b = JsonUtils::parseBonus(bonusNode); const bool usePowerAsValue = bonusNode["val"].isNull(); //TODO: make this work. see CSpellHandler::afterLoadFinalization() //b->sid = spell->id; //for all b->source = Bonus::SPELL_EFFECT;//for all if(usePowerAsValue) b->val = levelPower; levelObject.effects.push_back(*b); } } return spell; } void CSpellHandler::afterLoadFinalization() { //FIXME: it is a bad place for this code, should refactor loadFromJson to know object id during loading for(auto spell: objects) { for(auto & level: spell->levels) for(auto & bonus: level.effects) bonus.sid = spell->id; spell->setup(); } } void CSpellHandler::beforeValidate(JsonNode & object) { //handle "base" level info JsonNode& levels = object["levels"]; JsonNode& base = levels["base"]; auto inheritNode = [&](const std::string & name){ JsonUtils::inherit(levels[name],base); }; inheritNode("none"); inheritNode("basic"); inheritNode("advanced"); inheritNode("expert"); } CSpellHandler::~CSpellHandler() { } std::vector CSpellHandler::getDefaultAllowed() const { std::vector allowedSpells; allowedSpells.resize(GameConstants::SPELLS_QUANTITY, true); return allowedSpells; }